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Cripple X

Baneblade Crew

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As part of a PbP game I am preparing, I have come up with customized specialties and suitable replacement advances for each player-worthy position on a Baneblade. Some advances are simply existing advances that have been renamed, some have had their rules tweaked, and others are wholly new.

Most of the specialties are default or fairly close to it. The only one that's undergone significant revision is the Commander, which is a Sergeant meets Tank Ace advanced specialty. I felt it was important to give the Commander several different Orders to play with as he's the only person on the Baneblade, besides the Engineseer without a weapon to fire. Between the Orders and liberal use of the Command skill, I figure he'll be fine.

I would really appreciate other people's thoughts on this stuff, especially the new Orders. Any feedback would very welcome.

 

Commander:

as Sergeant except:
Aptitudes: Agility, Fellowship, Leadership, Perception, Tech, Willpower

Advances
On My Mark...Fire!
Type: Order (Full Action)
Cost: 400 xp
Effect: The Command Suite of the Baneblade provides the Commander with precise tactical information to help him pinpoint the fire of his gunners where they will do the most damage. The Commander chooses a single target, and makes a Challenging (+0) Command Test. If the vehicle has undertaken any Movement Action other than Tactical Maneuvering during this Round, this Test is Very Hard (–30) instead. If the Commander succeeds on his Test, the vehicle’s weapons gain a +2 bonus to their Penetration for every Degree of Success the Commander scored on his Command Test when firing on the chosen target.

Gunners, Kill on Sight!
Type: Order (Half Action)
Cost: 200 xp
Effect: The Commander gives his gunners the discretion to choose their own targets and unleash hell. The torrent of fire the Baneblade is capable of creating is truly terrifying. Enemies required to take Pinning Tests or Toughness Tests due to the Concussive Trait have the difficulty of those tests increased by a further 10. A Challenging (+0) Pinning Test would thus become a Difficult (-10) Pinning Test. This lasts for a number of turns equal to the Commander's Fellowship Bonus. It may only be used once per combat encounter.

Strike and Shroud
Type: Order (Half Action)
Cost: 200 xp
Effect: Tanks are often equipped with smoke launchers to shield them from fire or aid in obscuring their movements. Well-trained tank companies are adept at deploying their smoke rounds to obscure as wide an area as possible and maximize the advantage that the cover provides. When smoke launchers are used as a result of the Strike and Shroud Order, each vehicle that participates in the order increases the radius of the cloud by 2m and increases it's duration by one round. Thus, if five tanks participated in the Order each tank would count its own smoke cloud as having a radius of 25m which would last 1d10+15 rounds.

Brace!
Type: Passive
Cost: 400 xp
Effect: The Commander and Driver work together with the smooth ease of practice, one calling out incoming threats as the other moves to avoid them. The vehicle’s driver can make a Hard (–20) Operate Test (plus the vehicle's maneuvering penalty) in response to any incoming fire as a Free Action. If he succeeds, the incoming fire strikes the armor facing of the Commander’s choice instead of the armor facing it would originally have hit.

Driver: Operator

Advances
Ace Maneuvering
Type: Passive
Cost: 400 xp
Effect: Super-Heavy tanks are crewed by elite tankers. These men and women are capable of feats no ordinary tanker would dare believe possible. The driver reduces the Maneuvering Penalty of any vehicle he operates by 10 for every two points of Agility Bonus (rounded down) that he possesses. In addition, the Size Penalty when attempting to Jink with a vehicle is reduced by the same amount.

Machine Spirit Assistance
Type: Passive
Cost: 250 xp
Effect: The sophisticated nature of the Mars-wrought systems and sacred Machine Spirit aid the crew in their duties, coming to know their habits and behaviors much in the same way as the crew comes to know their tank. If the Driver spends his full turn driving the Baneblade, he may also make a Ranged Attack Action using the forward mounted Heavy Bolter Turret as if he were operating it himself.

First Gunner:

as Weapon Specialist except:
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception.
Starting Talent: Deadeye instead of default choices.

Advances
First Loader
Type: Passive/ Order (Full Action)
Cost: 300 xp
Effect: The First Loader is responsible for loading the meter long shells into the Baneblade Cannon. The First Loader receives the Rapid Reload Talent. In addition, the First Loader may spend a Full Round Action to load an Anti-Tank Shell. While limited in number, these shells increase the AP of the Baneblade Cannon to 14 for the next shot.

Gun Telemetry
Type: Passive
Cost: 300 xp
Effect: Equipped with the most sophisticated logic engines, the Baneblade is able to feed targeting data from one gun to all the gunnery stations, enabling those weapons to compensate for the movement of the tank as well as the enemy. All guns fired from the Baneblade reduce the penalty for firing from a moving vehicle by 5. This can be combined with the Second Gunner Advance Rolling Fortress to completely remove the -10 Penalty for firing from a moving vehicle.

Second Gunner:

as Weapon Specialist except:
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception.
Starting Talent: Deadeye instead of default choices

Advances
Second Loader
Type: Passive
Cost: 300 xp
Effect: The Second Gunner loads Demolisher Cannon shells onto a rail sled which feeds into the cannon itself. A well-trained loader can retrieve spent shells and load new ones in the time it takes the Second Gunner to pick a new target and aim the cannon. The Second Loader receives the Rapid Reload talent. In addition, the Demolisher Cannon gains the Reliable Trait.

Rolling Fortress
Type: Passive
Cost: 300 xp
Effect: The Baneblade is a vehicle of such durability that is it able to fire even the mighty Demolisher Cannon while on the move--the force of which would sheer lesser tanks in two. The stability of the platform, even in rough terrain enables the gunners to keep the enemy under fire in even the worst conditions. All guns fired from the Baneblade reduce the penalty for firing from a moving vehicle by 5. This can be combined with the First Gunner Advance Gun Telemetry to completely remove the -10 Penalty for firing from a moving vehicle.

Third Gunner:

as Weapon Specialist except:
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception.
Starting Talent: Vigilant instead of default choices

Advances
Third Loader
Type: Passive
Cost: 250 xp
Effect: The Heavy Bolter banks are fed from magazine reservoirs and the Lascannons from powerlines connected to the main generator, freeing up the third The Third Gunner and Third Loader work in concert to ensure the weapons along the mighty tank's flanks deal death to the Imperium's enemies. If the Third Gunner spends his Turn operating a Sponson he may also make a Ranged Attack Action for the opposite sponson as if he were stationed at it himself, provided his comrade is in Cohesion.

Keep Them Off Us
Type: Passive
Cost: 400 xp
Effect: As long as the Third Gunner's Comrade is within Cohesion, Overwatch and Suppressing Fire Actions with the sponsons cover a 90-degree arc on the side of the tank, instead of the usual 45-degree arc (see Overwatch on page 247 and Suppressing Fire on page 248 of the Only War Core Rulebook).

Engineseer:

 

Commune With The Machine Spirit
Type: Passive
Cost: 250 xp
Effect: A Baneblade super-heavy tank is driven by a willfull and mighty Machine Spirit. Those Tech-Priests blessed with the ability to work upon these mighty engines find their efforts guided by the spirit within. When interfaced with the vehicle via his Mind Impulse Unit, the Enginseer gains a +10 bonus to all Tech-Use Tests to make repairs, and halves the time any repair takes.


This message was last edited by the GM at 14:48, Today.

Edited by Cripple X

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I like this a lot. How exactly are you handling movement inside of the vehicle? I would assume based on the size of the Baneblade that there is plenty of room for the crew to move around, especially the Enginseer.

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